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@shiffmanさんのNATURE OF CODEを参考に、群れシステムをopenFrameworksで作成。
I reference to Nature of code(Daniel Shiffman). I created flock system by openFrameworks.
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#pragma once #include "ofMain.h" #include "Particle.h" class ofApp : public ofBaseApp { public: void setup(); void update(); void draw(); void keyPressed(int key) {}; void keyReleased(int key) {}; void mouseMoved(int x, int y) {}; void mouseDragged(int x, int y, int button) {}; void mousePressed(int x, int y, int button) {}; void mouseReleased(int x, int y, int button) {}; void windowResized(int w, int h) {}; void dragEvent(ofDragInfo dragInfo) {}; void gotMessage(ofMessage msg) {}; vector<unique_ptr<Particle>> particles; }; |
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#include "ofApp.h" //-------------------------------------------------------------- void ofApp::setup() { ofSetFrameRate(60); ofSetWindowTitle("openFrameworks"); ofBackground(239); ofSetColor(39); for (int i = 0; i < 150; i++) { auto particle = make_unique<Particle>(); this->particles.push_back(move(particle)); } } //-------------------------------------------------------------- void ofApp::update() { for (auto& particle : this->particles) { particle->update(this->particles); } } //-------------------------------------------------------------- void ofApp::draw() { for (auto& particle : this->particles) { particle->draw(); } } //-------------------------------------------------------------- int main() { ofSetupOpenGL(720, 720, OF_WINDOW); ofRunApp(new ofApp()); } |
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#pragma once #include "ofMain.h" class Particle { public: Particle(); ~Particle(); void update(vector<unique_ptr<Particle>>& particles); void draw(); glm::vec2 separate(vector<unique_ptr<Particle>>& particles); glm::vec2 align(vector<unique_ptr<Particle>>& particles); glm::vec2 cohesion(vector<unique_ptr<Particle>>& particles); glm::vec2 seek(glm::vec2 target); void applyForce(glm::vec2 force); private: glm::vec2 location; glm::vec2 velocity; glm::vec2 acceleration; float range; float max_force; float max_speed; }; |
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#include "Particle.h" Particle::Particle() { this->location = glm::vec2(ofRandom(ofGetWidth()), ofRandom(ofGetHeight())); this->velocity = glm::vec2(ofRandom(-1, 1), ofRandom(-1, 1)); this->range = 50; this->max_force = 1; this->max_speed = 8; this->wall = 25; } Particle::~Particle() { } void Particle::update(vector<unique_ptr<Particle>>& particles) { // 分離 glm::vec2 separate = this->separate(particles); this->applyForce(separate); // 整列 glm::vec2 align = this->align(particles); this->applyForce(align); // 結合 glm::vec2 cohesion = this->cohesion(particles); this->applyForce(cohesion); // 自我 if (glm::length(this->velocity) > 0) { glm::vec2 future = glm::normalize(this->velocity) * this->range; future += this->location; float angle = ofRandom(360); glm::vec2 target = future + glm::vec2(this->range * 0.5 * cos(angle * DEG_TO_RAD), this->range * 0.5 * sin(angle * DEG_TO_RAD)); glm::vec2 ego = this->seek(target); this->applyForce(ego); } // 境界 if (glm::length(this->location - glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * 0.5)) > 500) { glm::vec2 area = this->seek(glm::vec2(ofGetWidth() * 0.5, ofGetHeight() * 0.5)); this->applyForce(area); } // 前進 this->velocity += this->acceleration; if (glm::length(this->velocity) > this->max_speed) { this->velocity = glm::normalize(this->velocity) * this->max_speed; } this->location += this->velocity; this->acceleration *= 0; this->velocity *= 0.98; } void Particle::draw() { ofPushMatrix(); ofTranslate(this->location); float angle = atan2f(this->velocity.y, this->velocity.x) * RAD_TO_DEG; ofBeginShape(); for (int deg = angle -110; deg < angle + 110; deg += 5) { ofVertex(glm::vec2(8 * cos(deg * DEG_TO_RAD), 8 * sin(deg * DEG_TO_RAD))); } if (glm::length(this->velocity) > 0) { ofVertex(glm::normalize(this->velocity) * -15); } ofEndShape(); ofPopMatrix(); } glm::vec2 Particle::separate(vector<unique_ptr<Particle>>& particles) { glm::vec2 result; glm::vec2 sum; int count = 0; for (auto& other : particles) { glm::vec2 difference = this->location - other->location; if (glm::length(difference) > 0 && glm::length(difference) < this->range * 0.5) { sum += glm::normalize(difference); count++; } } if (count > 0) { glm::vec2 avg = sum / count; avg = avg * this->max_speed; if (glm::length(avg) > this->max_speed) { avg = glm::normalize(avg) * this->max_speed; } glm::vec2 steer = avg - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } result = steer; } return result; } glm::vec2 Particle::align(vector<unique_ptr<Particle>>& particles) { glm::vec2 result; glm::vec2 sum; int count = 0; for (auto& other : particles) { glm::vec2 difference = this->location - other->location; if (glm::length(difference) > 0 && glm::length(difference) < this->range) { sum += other->velocity; count++; } } if (count > 0) { glm::vec2 avg = sum / count; avg = avg * this->max_speed; if (glm::length(avg) > this->max_speed) { avg = glm::normalize(avg) * this->max_speed; } glm::vec2 steer = avg - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } result = steer; } return result; } glm::vec2 Particle::cohesion(vector<unique_ptr<Particle>>& particles) { glm::vec2 result; glm::vec2 sum; int count = 0; for (auto& other : particles) { glm::vec2 difference = this->location - other->location; if (glm::length(difference) > 0 && glm::length(difference) < this->range * 0.5) { sum += other->location; count++; } } if (count > 0) { result = this->seek(sum / count); } return result; } glm::vec2 Particle::seek(glm::vec2 target) { glm::vec2 desired = target - this->location; float distance = glm::length(desired); desired = glm::normalize(desired); desired *= distance < this->range ? ofMap(distance, 0, this->range, 0, this->max_speed) : max_speed; glm::vec2 steer = desired - this->velocity; if (glm::length(steer) > this->max_force) { steer = glm::normalize(steer) * this->max_force; } return steer; } void Particle::applyForce(glm::vec2 force) { this->acceleration += force; } |